if (player_bold(y, x))
{
monster_race *r_ptr = &r_info[0];
-
- /* Get the "player" attr */
*ap = r_ptr->x_attr;
-
- /* Get the "player" char */
*cp = r_ptr->x_char;
-
feat_priority = 31;
}
}
/*
* Place an attr/char pair at the given map coordinate, if legal.
*/
-void print_rel(char c, byte a, TERM_LEN y, TERM_LEN x)
+void print_rel(SYMBOL_CODE c, TERM_COLOR a, TERM_LEN y, TERM_LEN x)
{
/* Only do "legal" locations */
if (panel_contains(y, x))
{
TERM_LEN x, y;
TERM_COLOR a;
- char c;
+ SYMBOL_CODE c;
TERM_COLOR ta = 0;
- char tc = '\0';
+ SYMBOL_CODE tc = '\0';
for (x = p_ptr->x - Term->wid / 2 + 1; x <= p_ptr->x + Term->wid / 2; x++)
{
if (panel_contains(y, x) && in_bounds2(y, x))
{
TERM_COLOR a;
- char c;
+ SYMBOL_CODE c;
TERM_COLOR ta;
- char tc;
+ SYMBOL_CODE tc;
/* Examine the grid */
map_info(y, x, &a, &c, &ta, &tc);
int i, j, x, y;
TERM_COLOR ta;
- char tc;
+ SYMBOL_CODE tc;
byte tp;
TERM_COLOR **bigma;
- char **bigmc;
+ SYMBOL_CODE **bigmc;
byte **bigmp;
TERM_COLOR **ma;
- char **mc;
+ SYMBOL_CODE **mc;
byte **mp;
/* Save lighting effects */
bool old_view_special_lite = view_special_lite;
bool old_view_granite_lite = view_granite_lite;
- int hgt, wid, yrat, xrat;
+ TERM_LEN hgt, wid, yrat, xrat;
int **match_autopick_yx;
object_type ***object_autopick_yx;
{
/* Free one row each array */
C_KILL(ma[y], (wid + 2), TERM_COLOR);
- C_KILL(mc[y], (wid + 2), char);
+ C_KILL(mc[y], (wid + 2), SYMBOL_CODE);
C_KILL(mp[y], (wid + 2), byte);
C_KILL(match_autopick_yx[y], (wid + 2), int);
C_KILL(object_autopick_yx[y], (wid + 2), object_type *);
{
/* Free one row each array */
C_KILL(bigma[y], (cur_wid + 2), TERM_COLOR);
- C_KILL(bigmc[y], (cur_wid + 2), char);
+ C_KILL(bigmc[y], (cur_wid + 2), SYMBOL_CODE);
C_KILL(bigmp[y], (cur_wid + 2), byte);
}
extern void apply_default_feat_lighting(TERM_COLOR f_attr[F_LIT_MAX], SYMBOL_CODE f_char[F_LIT_MAX]);
extern void map_info(POSITION y, POSITION x, TERM_COLOR *ap, char *cp, TERM_COLOR *tap, char *tcp);
extern void move_cursor_relative(int row, int col);
-extern void print_rel(char c, byte a, TERM_LEN y, TERM_LEN x);
+extern void print_rel(SYMBOL_CODE c, TERM_COLOR a, TERM_LEN y, TERM_LEN x);
extern void note_spot(POSITION y, POSITION x);
extern void display_dungeon(void);
extern void lite_spot(POSITION y, POSITION x);